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Call of Cthulhu - Cults
File Size
23.642 MB
Dec 9, 2016 @ 8:39am
Apr 3 @ 5:32pm
82 Change Notes ( view )

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Call of Cthulhu - Cults

In 1 collection by Jecrell
Call of Cthulhu - Rim of Madness Expansion Pack
20 items
Gameplay expansion for RimWorld.
You can now...
  • found a cult.
  • worship monstrous deities.
  • make offerings and animal sacrifices.
  • make human sacrifices in return for powerful spells (6 deitys and 30 spells in total, plus a dozen side effects).

This mod supports these languages:
English, Korean 한국어 (밀수업자), and Russian русский язык (kr33man)

::::: NOTICE :::::

Recommended mods
  • Cosmic Horrors (for summoning actual monsters)
  • Industrial Age (for great lighting)
  • Realistic Darkness (for great darkness)

How do I start a cult?
1) Load the mod.
2) Play for a few days in-game.
3) One of your pawns will investigate something horrendous.
4) Build the forbidden research center.
5) Research the strange symbols until someone founds the cult.
6) Good luck.

  • Cult-mindedness is a new feature under 'needs' that keeps track of how likely colonists are to become cultists.
  • Better apparel means greater worship results and higher success rates for your sacrifices.
  • Beware! If too many colonists are plotting against the cult, they might take matters into their own hands.

Special Thanks:

1000101 - Religious needs
Cpt. Ohu - Altar congregations
Skullywag - Helpfulness on #modding
Mrofa - Code for two-colored hoods
Justin C - Reanimation Code
Everyone on the modding Discord

Want to contribute? Get in touch with us in the workshop or Ludeon forums.

Questions? Comments? Want to chat? Come join our Discord server. https://discord.gg/AaVFA7V

Still there?
Jecrell here, lead programmer of the Call of Cthulhu mod series.

Want to buy me a coffee? Fuel my madness for mods here below.
Popular Discussions View All (39)
Jun 6 @ 7:39am
PINNED: Bugs / Error Reports
Jul 5 @ 8:12am
PINNED: Suggestions
Jul 2 @ 10:46am
List of all spells
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Balthazad Jul 2 @ 7:39am 
hey Jecrell & co, i just had this BEAUTIFUL idea that you make this mod especially comtapible with the new Corruption Core & Corruption Psykers (wh40k) mods made by Ohu =))))
his mods are still v0.1, which i assume makes it easier to get it done easily. would be soooo epic to play imperial marines and then a few of them start off a chaos cult, especially aimed on khorne/tzeentch/slaneesh/nurgle, causing a lethal war inbetween the own colonists...! x)
idk how modding works here, but thinking back to the wc3worldedit, i'd assume a simple "if-then-else" trigger
Balthazad Jul 1 @ 10:31am 
@HDHaedi CharacterEditor would help, but is too late for you now.
huge admirer of mudkipz Jun 29 @ 7:43am 
did egyptians actually sacrifice people for bast, tho? i thought they were civilized.
HDHaedi Jun 22 @ 11:54am 
Is there a way to get cult mindness back? I just started in, but a few raids knocked out my researcher, and now i cant form a cult or make offerings of any kind. Is there a debug option for it?
Vintorez Jun 19 @ 6:48pm 
@EvilNecroid A pawn who has sanity loss can undergo a mental break directly from it, regardless of mood.
EvilNecroid Jun 17 @ 5:40am 
um my guy just had a mental break when he was in a good mood??
Crescent Wolven Jun 16 @ 4:24pm 
@WhisperFire26 It is in the misc tab.
WhisperFire26 Jun 11 @ 3:05pm 
So where do I find the Forbidden knowledge center? The research is asking for one and I already got the grimore, but I haven't found Forbidden knowledge center so I haven't built it yet. Where is it?
Netzach Sloth Jun 10 @ 6:52pm 
Is it possible to forbid pawns from being cultists? In this case, I would like to forbid my undead pawns (from a rimworld of magic) from contributing to cultiness; is there a way to do that, either pawn by pawn manually, or by hediff or trait?
The tru mu Jun 9 @ 10:23am 
Is this mod save game compatible?